Search found 555 matches

by rk84
Wed Feb 08, 2017 2:04 pm
Forum: Gameplay Help
Topic: Splitter not working properly
Replies: 89
Views: 84875

Re: Splitter not working properly

Here is mine version. It output everthing to one side after building. So you don't have to prime it for every item, just items you wanna filter. Outputsides are quite easy to change by reversing some undeground belts. https://i.imgur.com/hrWypap.png https://i.imgur.com/eShzGKS.png https://i.imgur.co...
by rk84
Fri Sep 16, 2016 9:42 am
Forum: Mods
Topic: [MOD 0.12.x] Searching flashlight
Replies: 24
Views: 9068

Re: [MOD 0.12.x] Searching flashlight

I changed the dependency version number. also removed version number from title. I assume/hope mod portal uses names as IDs. I'm bit puzzled why ingame mod browser does not show version number, but info.json has it and mod portal site shows it. ah must be because I run stable 0.13 and release is now...
by rk84
Thu Sep 15, 2016 8:38 pm
Forum: Mods
Topic: [MOD 0.12.x] Searching flashlight
Replies: 24
Views: 9068

Re: [MOD 0.12.x] Searching flashlight

I added 1.1.0 to mod portal.
Thank you for help aubergine18
by rk84
Sat Apr 16, 2016 8:39 am
Forum: Mods
Topic: Introduction, Downloads & Release history
Replies: 73
Views: 77405

Re: Introduction, Downloads & Release history

Quazar wrote:I installed 12.14 but can't figure out the fluids, what am I missing? Thanks!
From Tool settings, spawn tool and select filler mode, use tool to select storage tank, click liquids-button in center gui, now you can select or not select auto refill and click liquid of your choice.
by rk84
Thu Apr 14, 2016 11:03 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 154686

Re: [MOD 0.12.x] Autofill

Thanks for fixing the problems. (Haven't tested yet though) Could you make drop-in ready release packages in the future? Kind of annoying to download, unzip, rename to Autofill_1.3.13 and then move to mod directory when all other mods are just 1 step, drop the zip into the mod directory. Also would...
by rk84
Thu Apr 14, 2016 6:07 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 154686

Re: [MOD 0.12.x] Autofill

autofill_1.3.13 is released.
Fuel related issues should be fixed.
Ammobox had name change.
added 5dim set by Flow86

I fail to launch bob's mod so that one is still undone.
by rk84
Thu Apr 14, 2016 10:20 am
Forum: Mods
Topic: [MOD 0.12.x] Searching flashlight
Replies: 24
Views: 9068

Re: [MOD 0.12.x] Searching flashlight

What about the car and tank? They don't snap to the 8 directions. Watching their headlights sweep through the night is awesome and I want the player to do it too. Maybe there's a way to use the orientation thing instead? Yes, I think that is possible, but it will add some complexity to this simple ...
by rk84
Wed Apr 13, 2016 9:15 am
Forum: Mods
Topic: [MOD 0.12.x] Searching flashlight
Replies: 24
Views: 9068

Re: [MOD 0.12.x] Searching flashlight

Hey there I've just got a small bug with this mod, this occurred in a MP session, when my friend got disconnected, I've quickly checked the code and added an additional check if a player is connected. -- Changed this if not players[i].vehicle and players[i].selected and players[i].character and not...
by rk84
Mon Apr 11, 2016 9:24 pm
Forum: Mods
Topic: Introduction, Downloads & Release history
Replies: 73
Views: 77405

Re: Introduction, Downloads & Release history

Things in my previous post added to testmode 0.12.14
pipes, steam engines and tanks can be filled with liquid.
by rk84
Mon Apr 11, 2016 8:11 am
Forum: Mods
Topic: Introduction, Downloads & Release history
Replies: 73
Views: 77405

Re: Introduction, Downloads & Release history

i just updated my test mode from 0.12.12 to version 0.12.13 and am now gettign the folowing error when loadiung an old world Error while running the event handler: __test-mode__/control.lua:62: Gui element with name tm_toggle already present in the parent element. Ah I fixed it, but I postponed the...
by rk84
Thu Mar 03, 2016 7:06 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 154686

Re: [MOD 0.12.x] Autofill

Could be possible yes. they could take items from player inventory, but I'm not quite sure that is good way in some cases. why not? It might be wierd loosing items from inventory while you are not anywhere near of bots/ghosts. Because ghosts can exist 5 minutes and new ones can spawn when entities ...
by rk84
Wed Mar 02, 2016 10:06 am
Forum: Mods
Topic: [MOD 0.12.x] Searching flashlight
Replies: 24
Views: 9068

Re: [MOD 0.12.x] Searching flashlight

mngrif wrote:This is pretty awesome! Any idea if it breaks multiplayer? It should...
It should not break in MP. The code doesn't use methods that I know to be unsupported and my 2 client test was successfull.
by rk84
Tue Mar 01, 2016 10:09 pm
Forum: Mods
Topic: [MOD 0.12.x] Searching flashlight
Replies: 24
Views: 9068

[MOD 0.12.x] Searching flashlight

Type: Mod Name: Searching flashlight Description: Makes character turn to direction of selected entity while standing still. License: MIT Version: 1.0.0 Release: 2016-03-01 Tested-With-Factorio-Version: 0.12.22 Category: Other Tags: Flashlight Download-Url: https://github.com/rk84/searching-flashlig...
by rk84
Mon Feb 29, 2016 10:34 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 154686

Re: [MOD 0.12.x] Autofill

1.3.12 is available. I hope it fixes overwriting issue without giving more problems. Is it possible that it is autofilling when robots place the structure? Currently I am using your mod to fill in the obnoxious modules, but sadly the robots will not do so. I guess it is not working since the robots ...
by rk84
Fri Feb 26, 2016 12:15 am
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 154686

Re: [MOD 0.12.x] Autofill

Anyone else have issues with the mod not working? I have tried 1.3.10 & 1.3.11 on factorio 0.12.20. It comes up in the mod list and on my save file, but wont put ammo in my turrets for some reason. I have remade the blueprint. What can I try? Working fine here in vanilla you are making sure the amm...
by rk84
Mon Feb 08, 2016 12:46 am
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 154686

Re: [MOD 0.12.x] Autofill

Hi, attempting to mod support for borer in Subsurface mod, but I couldn't get it to insert fuel. Some code below: return { ["mobile-borer"] = {"fuels-high"} } Got it loading in control file, I think. loader.addSets "settings/subsurface-sets" I haven't update command list for while, but there is log...
by rk84
Sun Feb 07, 2016 1:16 am
Forum: Off topic
Topic: Infinifactory by Zachtronics - 3D SpaceChem successor
Replies: 32
Views: 26378

Re: Infinifactory by Zachtronics - 3D SpaceChem successor

I'm so proud of these :D
Classic sliding puzzle in workshop
by rk84
Sun Jan 31, 2016 6:48 pm
Forum: Modding help
Topic: Detecting "No path" event from train
Replies: 1
Views: 3576

Re: Detecting "No path" event from train

Yes. LuaTrain class has state value. /Factorio/doc-html/LuaTrain.html#state

Meaning of values can be found in \Factorio\data\core\lualib\defines.lua
by rk84
Tue Jan 26, 2016 8:58 pm
Forum: Modding help
Topic: Detect blueprint making [Resolved]
Replies: 5
Views: 13081

Re: Detect blueprint making

on_built_entity triggers for all "entity-ghost" entities that blueprint produces. You can check player's cursorstack to make sure they are from blueprint.

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